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Old April 16th, 2009, 11:53 AM
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Default Re: Help on controlling the AI please

Quote:
IDK what we'd have to do to make that information more accessible
No the information is easy to find & I thank Pyros for the time, it does take several reads to take in. Also just above the link in the main guide it states
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4)ANY change to the formation structure of either side of a scenario WILL CANCEL ALL waypoints for both sides so waypoints must be the very last thing that is done. A change to even one unit of either side cancels ALL waypoints

I am a novice but this seems wrong waypoints must be the last thing set on that side but you can buy & cross attach or even reassign units in the other side without adverse effects on waypoints set for the other.
Hence the "trick" of buying them after you have checked AI side is moving as you want by playing with them set to human & computer control.

Also in the guide
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5] When you initially set you waypoints the "first" waypoint to the game is the one right in front of your formation leader. When it moves, that first hex that will count as 1 waypoint crossed. However, tests have shown that the first turn does not always follow the "rules" so experiment on your own.
Perhaps a note blow by blow would be helpful such as the easiest way around this is.
"Make the map wider than you need deploy units so they will move directly forward placing the first waypoint in the hex they would enter without waypoints (Note this waypoint will be deleted as game deletes one waypoint a turn if not used) Now plot waypoints normaly so waypoint 2 will be the first it should follow."
Getting this part right is important because if it uses one more waypoint than you thought it can throw off the whole path.

I am not sure here might need to place it in hex unit would move to next turn.

There obviously is more intrest in doing this than people thought but loaded several scenerios to see what they have done & many just seem to use basic plotting moving at full speed & as it does not show waypoint numbers not that helpful.

I was hoping the old school would elaborate more or even take the time to do a demo scenerio with text listing the waypoints placed. Realise this would take time but a demo of how to get a vehicle moving flat out switching to 2 hexes a turn & then holding position would be nice.
Or even a quick blow by blow of your thought process when setting up waypoints first like.
Do scout vehicles first as ignore for first 3 turns so set to reinforcements or.
For reinforcements use 1 waypoint a turn is not used so if arrive on turn 6 the first waypoint used is 7.
For basic movement generally.
For fine movement generally.
If want a unit to hold position generally
How to get round APCs picking up troops.
I find the best way is to plot all general movement save then try & get the fine detail.
Blah Blah.
Its basically what has become second nature to you but us rookies well sometimes
Also nobody botherd to answer the question can you force vehicles to unload passengers, a simple no would suffice.
Things like be aware vehicles will disregard waypoints & pick up passengers even if from a diffrent formation if have the carry capacity.
Waypoint following can become erratic once get near enemy or neutral controlled flags.

Looks to me like Suhiir is trying to get some realistic movement like me & I am sure many others have tried but after a few weeks of failing give up which is why new scenerios & Campaigns dont get built. Already scaling mine back & in the end may well just give it up. After all I can't play what I make so may as well just go back to playing the game.
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